Там только ридми, а в нём: архив 5.0 - 5.1 (из ридми MCA 5.1) CHANGES IN 5.0: I've made a massive amount of changes in this version, but didn't keep a log as I went, so I've probably forgotten to list a few. A lot however are behind the scenes, such as scripting changes, better use of leveled lists, ID renaming, etc, so are mostly invisible to the player anyway, but result in a much more streamlined and efficient mod. - All scripts have been trimmed to hopefully improve performance. - All leveled lists have been tidied up, and many redundant ones deleted. - Cleaned up the dialogue. - Deleted some redundant/superfluous NPCs. - NPCs now have random heads, ala Thelys' Imperial Guards Anticlone mod. - Added a HUGE amount of new heads and hairstyles, including orc heads by Barbarus, heads by UQForgotten, hairstyles by Ren, and a bunch of stuff from Better Heads. - All new heads and hairstyles are now playable. - Added spawnpoints to all bandit and witch/necromancer caves. This adds some much needed replayability to Morrowind, meaning you now have a reason to revisit the caves you've already 'cleared out'. - Added Assassins, wearing Braddock's ninja outfits. - Added Necromancers, which spawn with undead minions. - Added Footpads (low level bandits). - Added Retainers of the Great Houses. - Added Orcs and Goblins to all Daedric Shrines occupied solely by orcs. - Added Knights wearing ReflectioN's chainmail (thanks to Marbred for the idea). - Added Nobles of all races except beasts/orcs. Noblemen now wear Braddock's pirate coats. - Added Paladins wearing Jeremy's Knights of Tamriel armour sets. - Added new Crusader armour by Dimitri Mazieres. - Added Telvanni Mages to Telvanni towns. - Some Archers will now wear special archer pauldrons in addition to their quivers. - Female Ordinators now wear Sheikizza's female Indoril helm. - Commoners on Vvardenfell no longer wear Solstheim clothing. - Removed the 'un-rogueish' armour from the Rogue armour lists (iron, fur, etc). - Bandits and Ruffians with bows now wear quivers. - Most hostile NPCs now carry health potions, making for some slightly more interesting combat. - Footpads, Ruffians and Bandits will now sometimes ambush the player. - Undead NPCs now appear in the daytime. They will now spawn less than before to compensate. - Added parties of Dunmer bandits to represent the Camonna Tong and other outlander hating groups. - Fighters renamed to Warriors, and Warriors renamed to Champions. - Frost Liches now have unique textures, instead of the standard lich one. - Added Zombie NPCs to tombs and the wilderness. Weaker ones spawn in mobs. - Wraiths now ambush the player in the wilderness at night. - Added Draugr NPCs to Solstheim. - Added Reaver parties to the Solstheim wilderness. - Added Smuggler parties to the Solstheim wilderness. - Added Dremora and Seducer NPCs, spawning in parties in Daedric Ruins and tombs. - Renamed Sixth House NPCs to Dreamer NPCs, ie Dreamer Warrior instead of Sixth House Warrior. Also, Ash monsters will now sometimes spawn with them. - Yearling Vampires are now Fledgling Vampires. - If you are using the Guards Patch, Bethesda vampires will now have random gear. This will only show up in a new game, unless you clean the old vampire IDs out of your save. - Added female versions of the black robes. - Mages no longer offer Enchanting and Spellmaking, for balance reasons. - Bandits now carry less loot. - Removed Merchants. I'll put them back in if some kind person with a 3D modelling program can make me versions of furn_guarcart00 and EX_MH_bazaar_cart_01 with some crates and/or chests sitting in them, with animation groups so they can be placed in the game as creatures. They don't actually have to animate - they just need to have the groups so they can be set up as creatures in the CS. Do this and I will love you forever. - All new weapons have been tweaked to balance them with the Bethesda ones. - NPC lovemaking now works with any NPC that has companion share, meaning you can get your freak on with your companions from other mods if their disposition is high enough. Better Bodies recommended for full effect... - Removed support for NPC recruitment mods, such as Vampire Embrace, Dracandros' Voice and Give Your Orders. This was done as an admittedly heavy-handed way of fixing an annoying bug that was causing recruited NPCs to disappear at random. This bug was (I think) related to the '72 Hour' bug, and the way Morrowind handles NPCs placed by leveled lists, and, although rare, cannot be fixed. I apologise to those who used these mods with MCA, but removing support cut down my NPC scripts a great deal, and the resulting fps boost makes it a worthwhile trade. Plus it's easy enough to open the editor and add a bunch of new NPCs for use with these mods, so you don't REALLY need MCA support anyway. - Revamped the Recruitable NPCs. See below. ---------------------------------------------------------------------------- CHANGES TO THE RECRUITABLE NPCS: With version 5.0, I have made some fundamental changes to the way MCA's recruitable NPCs work. Those of you who used the companions in previous versions will fondly remember that lovely bug that caused them to randomly disappear without a trace, never to return. This had something to do with the fact that they were spawned from leveled lists, so in order to fix it I've had to place them into the world manually. This of course means they no longer spawn dynamically like the other MCA NPCs, and are now static, thus removing the slight 'edge' these companions had over those from other mods. So if you decide you don't want them, you can remove them from your game by typing 'set mca_nocompanions to 1' into the console. I won't be offended if you do. ;) Note that they have been 'neutered' slightly, and no longer have any special abilities (I was going to revamp it all but ran out of energy and decided to just release MCA 5.0 as is), but still have all the standard companion functions, like warping, companion share, self-healing and a script that automatically pins their stats to the player's. In future, if the mood strikes me, I would like to do a lot more with these NPCS, and give them their own individual quests, special abilities, unique dialogue, etc. But the truth is I very rarely play Morrowind these days, so it may never happen. Версия 5.1 CHANGES IN 5.1: Big thanks to abot for suggesting some scripting fixes for this version. - Fixed the eval error in the Thief/Assassin script that was crashing the game. - Included a missing .nif that was giving NPCs yellow exclamation marks for heads. - Tweaked some of the leveled lists. - Level 5 Thieves no longer spawn with high quality weapons. - Added Druids, which spawn in adventuring parties. - Added Bounty Hunters, wearing Cythus and Jester's Netch Adamantium armour. - Added Bards and Minstrels, with equippable lutes. - Re-added Traveling Merchants with carts that actually sit on the ground properly (the carts in previous versions used to float or sit sunk into the earth). - Changed Undead NPCs back to only spawning at night. - Crippled Skeletons can no longer be looted, so you don't see the missing limbs set up as armour in their inventories. - Some other stuff that I forgot. Архив - апгрейд до 5.2 Версия 5.2 (из ридми апгрейда до 5.2) CHANGES IN 5.2: - Fixed the 'Apelles Matius' topic bug. - Fixed bug with the Telvanni Bride quest - MCA no longer breaks the main quest! - Fixed a bug where Adventurers would take you to jail when you resisted arrest. - Renamed one of the Dunmer noblewomen to 'Noblewoman' instead of 'Nobleman'. - Fixed problem with some Ashlanders wearing a scarf but no shirt. - Fixed problem with pack guars and handcarts appearing without owners. - Fixed problem with some Ruffians not using their bows. - Added a new Breton male head - a retexture I did of Rhedd's. - Added more of Ren's hairstyles. - Some Breton males now have Ren's hairstyles. - Footpads are now less likely to wear robes. - Fences no longer sell their wigs. - Giving money to beggars now increases your reputation. - Assassins that spawn with throwing weapons will now use them. - Some NPCs now use throwing axes and javelins. - Added Colonists to Raven Rock, and Courtesans to the Raven Rock Bar. They only appear after the colony has reached an appropriate stage of completion. - Added Courtesans to The Lizard's Head, The Flowers of Gold and The Lucky Lockup. - Added Huntsmen to the wilderness of Solstheim. - Adventurer NPCs now have a greater chance of spawning with a pack guar. - Added Mummies and Zombies made from retextured Corprus Stalkers (inspired by the ones in Puma Man's Giants mod). - Retextured the Zombie NPCs. - Skeletons now use Shannon's meshes, so they resemble the Bethesda ones. - Necromancers no longer spawn in exteriors during the daytime. - All interior spawnpoints have had their rotations tweaked. NPCs in shops will now appear to be looking at the shelves or chatting to the shopkeeper, NPCs in taverns will stand at the bar, NPCs in temples will stand at shrines, etc. - Drunkards are back, with RX31's stagger animation. Some will want to fight you, though unlike previous versions you now have the option to refuse. They only spawn at night, and will sometimes appear staggering through the streets. The old bug where attacking them would sometimes count as a crime has been fixed. - Added a patch to be used with the 'Clothiers of Vvardenfell' mod by Korana, BadKarma, and Lady Rae that adds some of the new clothes to MCA NPCs. - Numerous other minor fixes. CHANGES TO COMPANION NPCs: Companion NPCs have had an overhaul in this version, and now have lots more functions, bringing them in line with other popular companion mods. Big thanks to Emma, The Other Felix and Grumpy (RIP) and co for showing us all what can potentially be done with these NPCs, and inspiring most of these additions. - Added loads of dialogue. Companions will now tell you their background, give a little advice, share the latest rumours, etc. - Added multiple fighting styles. - Companions now levitate and water walk with the player. - Companions can no longer be bribed. You will now have to ply them with food and drink (including new stuff available at all taverns) to raise their disposition. Just don't give them too much alcohol, or they might get drunk. - Companions can now give you one item per day, based on their class. So warriors will give you armorers hammers, archers give arrows, knights give potions, mages give scrolls, rogues give lockpicks/probes etc. - Companions now 'speak' some of their dialogue. - Companions can now teleport to various locations. If you want to make your own companions for MCA, it's really simple. Just open the Construction set and load MCA.esm and the three Morrowind esms (if you don't check these the CS may crash - mine does), then make your new NPC. Give it whatever items and spells you like - just make sure you assign it the 'mca_companions' script, and make its class either Warrior, Archer, Rogue, Knight or Sorcerer. If it's a human, elf or orc, you should also assign it the 'anim_drunk0x2.nif' animation, which you can find in your 'Meshes' directory. This will make the NPC behave correctly if you get it drunk, but it will not work with beast races. Also be sure you don't set its level above your own, or they may refuse to travel you. Place them somewhere in the game world, save the mod and you're done. :)